/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h
Create a new Blueprint and initialize it to a valid state but uses the associated blueprint types.
the new blueprint
static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * CreateBlueprint ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ParentClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FName](API\Runtime\Core\UObject\FName) NewBPName, enum EBlueprintType BlueprintType, [FName](API\Runtime\Core\UObject\FName) CallingContext )